• Title/Summary/Keyword: Nintendo

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An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony (게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로)

  • Ahn, Ho-Sung;Kim, Jai-Beom;Seo, Heung-Kyo;Oh, Hye-Won
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.467-476
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    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

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Feasibility of Using the Nintendo Wii Game for a Dimentia (닌텐도 위 게임의 치매 재활 사용 가능성 연구)

  • Lee, Jin-Ho;Kang, Jong-Ho;Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.6 no.2
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    • pp.225-233
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    • 2011
  • Purpose: This study evaluated the feasibility of using Nintendo Wii games for improving cognition, balance, function in patients with dementia. Methods: A total 30 dementia patients were randomly assigned into the experimental group(n=15) and control group(n=15). All subjects performed a general therapeutic exercise, and 30-minute sessions of the table tennis and fencing game of Nintendo Wii were conducted with experimental group 3 times a week for 8 weeks. The intervention effects were measured by using MMSE-K, BBS, and FIM. The results were analyzed by using repeated measure ANOVA. Results: The MMSE-K and BBS scores showed significant differences. A significant interaction was observed between the experimental group and the control group in MMSE-K. The final MMSE-K and BBS scores for the experimental group were significantly higher than those for the control group. However, there was no difference in the FIM scores. Conclusion: We suggest that Nintendo Wii games are effective in cognㅇition and balance improvement in dementia patients. Future research on a variety of programs in needed.

An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users_focus on Nintendo Wii (체감형 콘솔에 대한 국내 게임유저들의 선호도 분석_닌텐도 위(Wii)를 중심으로)

  • Chang, Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.21-27
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    • 2010
  • This paper is an analysis of the domestic game users preference for physical interactive game consol-Nintendo Wii. The on-line game is the biggest share in korean game market and the 20's is the laregest generation in domestic game users. We conducted the surveys and group discussion to find out how the 20's game users prefer the new console and new type games. I hope the result of survey will assist the development of new game console and new game type.

Physical Functions of Industrial Workers with Chronic Low Back Pain and Changes in Health-related Quality of Life according to Virtual Reality Exercise Program (가상현실 운동프로그램에 따른 산업체 만성요통환자의 신체기능과 건강관련 삶의 질의 변화)

  • Ko, Dae-Sik;Jung, Dae-In;Lee, Sang-Heon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4564-4571
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    • 2012
  • This study performed a virtual reality exercise program for self-back pain control of industrial workers with chronic back pain and analysed their physical function and health-related quality of life relating to industrial chronic back pain. The subjects of the study were thirty chronic back pain patients working for K company and were divided into Nintendo Wii Sports Group made of 15 subjects and Physical Therapy Group made of 15. As variables for physical functions, back strength, flexibility, balance and pain were measured and for the health-related quality of life, SF-36 of each group was measured before and after the exercise program. To compare differences before and after the program, a paired t-test was used and to compare differences between both groups, an independent samples t-test was used. As a result of the test, it was discovered that balance and pain of the both groups were improved statistically significantly. Physical functions of the Nintendo Wii Sports Group were improved statistically significantly in comparison with those of the Physical Therapy Group. The health-related quality of life was improved statistically significantly only for the Nintendo Wii Sports Group. In conclusion, it is suggested that as the virtual reality exercise program had a positive influence on chronic back pain of industrial workers, it should be considered as a home exercise program for back pain control.

From the Viewpoint of Technological Innovation, Generation Classification of the Video Game Industry (기술혁신 관점에서 비디오 게임 산업의 세대구분)

  • Jeon, Jeong-Hwan;Son, Sang-Il;Kim, Dong-Nam;Cho, Hyung-Rae
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.203-224
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    • 2017
  • With the development of the IT industry and the growth of the cultural industry, the game industry is becoming an important industry. In this regard, the study seeks to differentiate the generation of video games based on technological characteristics from the perspective of technological innovation. SEGA, Nintendo, MicroSoft, SONY, and ATARI were chosen as research subjects. The survy was conducted from ATARI to 2017. The results of the study are expected to help develop the technology strategy of the future video game industry.

Nintendo Wii Fit-Based Sleepiness Testing is Not Impaired by Contagious Sleepiness

  • Tietavainen, Aino;Kuvaldina, Maria;Haeggstrom, Edward
    • Safety and Health at Work
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    • v.9 no.2
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    • pp.236-238
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    • 2018
  • Sleep deprivation may cause accidents, and it has deteriorating effects on health. A measurement of postural steadiness by a portable and affordable Nintendo Wii Fit balance board can be used to quantify a person's alertness. At work, people are under the influence of their environment-often other peopl-dthat may affect their alertness. This work investigates whether sleep deprivation among people is "contagious," as quantified by sway measures. We measured 21 volunteers' postural steadiness while alert and sleep deprived. During the measurements, a screen placed in front of the participants showed a footage of either alert or sleep-deprived faces. We found a significant difference between the day time and night time steadiness, but found no effect resulting from watching footage of sleep-deprived people. This finding shows that a posturographic sleepiness tester quantifies physiological sleep deprivation, and is insensitive to the influence of social factors.

A Study on Nurturing Korean Star Character by Analysis of Nintendo Super Mario Character Transition - Focusing on Robot Taekwon V - (닌텐도 '슈퍼마리오' 캐릭터 변천 분석에 따른 한국형 스타캐릭터 육성에 관한 연구 - 로봇태권 V를 중심으로 -)

  • Tak, Yeon-Suk
    • Journal of Korea Multimedia Society
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    • v.22 no.3
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    • pp.395-402
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    • 2019
  • Star characters play a key role in the background of contents that secure global competitiveness. In this study, we study the growth factors and transitional forms of Nintendo Super Mario Bros. and suggest the direction of nurturing Korean star characters. As a result of the analysis of Super Mario Bros., it was possible to derive the growth factors of Originality, repeatability, Continuity, Pertain, and Star Fame and the transition result of step development method. Robot Taekwon V was presented as a reference model while Korean game characters with global competitiveness were excavated. Robot Taekwon V, which combines the features of friendly, unique, symbolism, and narrative, could be used to present a development model of the type of jump development. In the jump development model, character development and Upbringing, diversification of genre, pioneering of new markets combined with new technology, and fostering of characters through linkage with other industries were presented.

The Effects of Driving Rehabilitation Program on Cognitive Function in Elderly (운전재활프로그램이 노인의 인지기능에 미치는 효과)

  • Lee, Sungsook;Kim, Bora;Ha, Jaeyoung;Park, Jimin;Cho, Yeseul;Ha, Jinri;Hong, Useon;Kim, Sungwon
    • Journal of The Korean Society of Integrative Medicine
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    • v.2 no.4
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    • pp.91-100
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    • 2014
  • Purpose : The purpose of this experiment is to find out the effectiveness which exert influence on cognitive skills by using the Driver Rehabilitation program for senior citizens who are over 65 years old and live in Busan. Method : From July first, 2014 to August 28th, 2014, we researched the 60 elderly people who are over 65 and go to community relief center which is in Busan. - 30 are experimental group and the other is control group. In the experimental group, we used Nintendo wii's driving simulation program and RC Car driving program in the model road. For estimation, we used MVPT-3(Motor-Free Visual Perception Test-3), Trail Making Test - 1, Trail making Test - 2 and LOTCA(Loewenstein Occupational Therapy Cognitive Assessment). Result : Nintendo wii's driving simulation program and RC Car driving program in model road results efficient visual perception ability. This programs results effectively in visual perception ability and space perception ability. This programs results effectively in motor apraxia ability. This programs results effectively in control ability for visual perception. This programs results effectively in thinking operation. Conclusion : Nintendo Wii's driving simulation program and RC Car driving program in model road positively influence improving for visual perceptual ability and cognitive function of elderly people. Also it is considered as being more efficient for improving visual perceptual ability and cognitive function to implement basic rehabilitation training with driving rehabilitation program than basic training itself.

Validity of Ground Reaction Forces during Gait and Sit-to-Stand using the Nintendo Wii Balance Board in Healthy Subjects (Wii Balance Board를 이용한 Sit-to-Stand와 보행시 지면반발력의 타당도 분석)

  • Jeong, Yu-Jin;Park, Dae-Sung
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.4
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    • pp.85-92
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    • 2016
  • PURPOSE: A good, valid, and feasible tool for evaluating sit to stand (STS) is needed to help clinicians quantify the STS ability of stroke patients and people with balance disorders. The purpose of this study was to evaluate the concurrent validity of the Nintendo Wii Balance Board (WBB) and a force plate during STS and gait. METHODS: Seventeen healthy adults performed five trials of STS and gait on the WBB placed on the force plate. The force plate and the WBB were compared in regard to center of pressure (COP) and ground reaction force (GRF) data that were collected simultaneously. The variables used for analysis were time (s), integral summation (%), COP path length (mm), COP x range, and COP y range, all of which were measured for both tasks. Counter (%), peak (%), and rebound (%) were analyzed for STS, and $1^{st}$ peak (%), min peak (%), and 2nd peak (%) were analyzed for gait. The concurrent validity was analyzed using an intraclass correlation coefficient (ICC) and a standard error of measurement (SEM) with a 95% confidence interval. RESULTS: The concurrent validity of the WBB for STS ranged from fair to good (ICC=.701~.994, SEM=.029~3.815). The concurrent validity for gait was good (ICC=.869 ~.989, SEM=.007~2.052) aside from path length and x and y ranges of COP (ICC=-.150~.371, SEM=3.635~4.142). CONCLUSION: The GRF of the WBB has a good validity for STS and gait analysis. The WBB is remarkably portable, easy to use, and convenient for clinically assessing STS and gait.

A Proposal for Matrix Shape Security Keypad for the Nintendo Switch (향상된 보안의 닌텐도 스위치 행렬 형태 보안 키패드 제안)

  • Kwon, Hyeok-dong;Kwon, Yong-bin;Choi, Seung-ju;Seo, Hwa-jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1152-1159
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    • 2019
  • The Nintendo Switch(NSW), which appeared as an 8th generation console, has succeeded worldwide as a hybrid gaming console. The NSW has E-shop itself, users can sign in to their account and purchase games. The keypad built in the NSW is similar to QWERTY keyboard. In the password input field the input information is hidden, but it's possible to get the value entered from the keypad with shoulder surfing attack. Because of the NSW with many party or family games, there is a high probability that someone else is watching the screen nearby, which acts as a vulnerability in account security. Thus we designed the new keypad which improve from this issue. In this paper, we check the problem about the keypad which built in the NSW, we present the proposed keypad and the compared to the built in keypad by showing the test result of unspecified individuals use.